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Heroes Community > Bards Glade Pyre (RPG) > Thread: Lets have some roleplay....
Thread: Lets have some roleplay.... This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Nickman77
Nickman77


Famous Hero
from Poland.
posted December 09, 2001 07:26 PM

I would like to have invisibility.
And second choose for me.
____________
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Kiar
Kiar


Adventuring Hero
posted December 09, 2001 07:48 PM

quite a nice ability

for 1st level...

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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 11, 2001 01:11 AM

i wanna have the ability that iceman in Xmen has
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Slava14
Slava14


Promising
Famous Hero
I am 16 now....
posted December 11, 2001 07:16 AM

If we have M&M 8 skills, I want those two:

1)Body Magic
2)Regeneration
____________
I'm always happy to help.. unless I'm helping myself.

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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 11, 2001 07:31 PM
Edited By: Murphy on 11 Dec 2001

revision

Quote:
ok...

NAME: Jeddyte Zendoj
RACE: Drow elf (only in this RP)
CLASS: Archmage
HOMELAND: Forests of Ka'na'r
ALIGNMENT: Chaotic neutral
SKILLS: Dark Elf(duh), Mind Magic, Fire Magic, Dark Magic, Light Magic


there, i changed it so i have MM8 skills...



btw, here are the MM8 skills...

Skills
All the skills in the game are detailed here. They are arranged alphabetically. Each entry contains the location where you initially get the skill, as well as the where you can gain further experience in the use of that particular skill, as well as what conditions you have to meet to get that expertise. Also contained are descriptions of what effects each skill has on each level of expertise.
To get Expert level, a character must have a skill level of four. To get Master level, a character must have a skill level of seven. To get Grandmaster level, a character must have a skill level of ten. Note that all classes have restrictions as to which skills they can learn and to what extent they can learn them.
All bonuses are cumulative. In other words, a hero with Master level Sword ability gets the Master bonuses, as well as those from the Expert and Normal levels.


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Air

Type:  Magic : Elemental
Best For:  Necromancers, and Dark Elves
Learnt:  Magic Guilds
Expert:  Dagger Wound Island (1000)
Master:  Ravage Roaming - Balthazar Lair (4000)
Grandmaster:  Plane of Air (8000)

Description:  Allows the use of Air spells. These spells are used mostly for movement or information gathering. Extremely useful magic skill. Only spells from your rank or lower can be learned. For example a Master spell can only be learned when you have achieved Master rank in the desired field of magic.

Special Conditions:  None


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Alchemy

Type:  Misc : Party
Best For:  Necromancers, Vampires, and Dragons
Learnt:  Potion Shops
Expert:  Alvar (500)
Master:  Murmurwoods (2500)
Grandmaster:  Dagger Wound Island (6000)

Description:  Allows the brewing of potions. The higher the character's ranking, the better the potions that can be mixed. At Grandmaster ranking, they can brew black and white potions, potions that can permanently increase the drinker's stats!
A list of the potions can be found here.

Special Conditions:  None


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Armsmaster

Type:  Misc : Combat
Best For:  Knights, Trolls, and Minotaurs
Learnt:  in all training halls
Expert:  Garrote Gorge (2000)
Master:  Dagger Wound Island (5000)
Grandmaster:  Regna Island (8000)

Description:  Increases a warrior's skill with melee weapons. At Normal level, a -1 bonus per point of skill to recovery time is awarded. At Expert rank, a +1 bonus per point of skill is awarded to their chance of hitting an opponent. At Master level, a bonus of +1 per point of skill is awarded to their damage. At Grandmaster level, all these bonuses are doubled!

Special Conditions:  None


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Axe

Type:  Combat : Weapon
Best For:  Minotaurs
Learnt:  Weaponshops
Expert:  Garrote Gorge (2000)
Master:  Ravenshore (5000)
Grandmaster:  Ravage Roaming - Balthazar Lair (8000)

Description:  Allows the use of axes, both one-handed and two-handed. At Normal level, the wielder gets a bonus of +1 per point of Axe skill to their chance of hitting an opponent. At Expert level, the wielder gets a bonus of -1 per point of Axe skill to their recovery. At Master level, the wielder gets a bonus of +1 per point of Axe skill to their damage. At Grandmaster level, the wielder gets a further bonus of +1 per point of Axe skill to their damage, as well as a chance of halving an enemy's armour class.

Special Conditions:  None


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Body

Type:  Magic : Mystical
Best For:  Clerics, and Vampires
Learnt:  Self Guilds
Expert:  Dagger Wound Island (1000)
Master:  Garrote Gorge (4000)
Grandmaster:  Murmurwoods (8000)

Description:  Allows the use of Body spells. These spells are used mostly for healing and physical attacks. Only spells from your rank or lower can be learned. For example a Master spell can only be learned when you have achieved Master rank in the desired field of magic.

Special Conditions:  None


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Body Building

Type:  Misc : Personal
Best For:  Trolls, Knights, Minotaurs, and Dragons
Learnt:  Training Halls
Expert:  Dagger Wound Island (500)
Master:  Garrote Gorge (2500)
Grandmaster:  Ironsand Desert (6000)

Description:  Increases a warrior's hit point total. At Normal level, an extra hit point is gained per level. At Expert rank, double the hit points are gained. At Master level, triple the hit points are gained. At Grandmaster level, quintuple the number of hit points are gained!

Special Conditions:  An Endurance of 50 is required to attain Grandmaster rank in Body Building.


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Bow

Type:  Combat : Weapon
Best For:  Dark Elves
Learnt:  Weaponshops
Expert:  Dagger Wound Island (2000)
Master:  Ravenshore (5000)
Grandmaster:  Alvar (8000)

Description:  Allows the use of bows and crossbows. Bows are nice for any class to have as it gives them a free ranged attack. At Normal level, the wielder gets a bonus of +1 per point of Bow skill to their chance of hitting an opponent. At Expert level, the wielder gets a bonus of -1 per point of skill to their recovery. At Master level, the wielder fires 2 arrows at a time. At Grandmaster level, the wielder deals an extra point of damage per point of Bow skill.

Special Conditions:  None


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Chain

Type:  Combat : Armour
Best For:  Dark Elves, and Clerics
Learnt:  Armourshops
Expert:  Ravenshore (1000)
Master:  Alvar (3000)
Grandmaster:  Regna Island (7000)

Description:  Allows the character to wear chainmail armour. At Normal level, the wearer gets a bonus of +1 per point of Leather skill to their armour class. At Expert level, the recovery penalty for wearing chainmail is halved. At Master level, the recovery penalty for wearing chainmail is removed. At Grandmaster level, a third of the damage received from a blow is discarded.

Special Conditions:  None


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Dagger

Type:  Combat : Weapon
Best For:  Vampires
Learnt:  Weaponshops
Expert:  Alvar (2000)
Master:  Ravenshore (5000)
Grandmaster:  Regna Island (8000)

Description:  Allows the use of daggers, weapons that are very quick - they sometimes allow for a character to hit twice as often! At Normal level, the wielder gets a bonus of +1 per point of Dagger skill to their chance of hitting an opponent. At Expert level, the wielder gets the ability to wield a dagger in one hand and a weapon in the other. At Master level, the wielder has a chance equal to their skill with the Dagger of dealing triple damage to an opponent. At Grandmaster level, the wielder gets a bonus of +1 per point of Dagger skill to their damage.

Special Conditions:  None


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Dark

Type:  Magic : Shadow
Best For:  Necromancers
Learnt:  Dark Guilds
Expert:  Alvar (1000)
Master:  Shadowspire (4000)
Grandmaster:  Regna Island (8000)

Description:  Allows the use of Dark spells. With Dark magic, you can hurl powerful spells around and even control your opponents! Only spells from your rank or lower can be learned. For example a Master spell can only be learned when you have achieved Master rank in the desired field of magic.

Special Conditions:  None


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Dark Elf

Type:  Magic : Monster
Best For:  Dark Elves
Learnt:  Dark Elves are born with it!
Expert:  Alvar (1000)
Master:  Ravenshore (4000)
Grandmaster:  Alvar (8000)

Description:  Allows the use of Dark Elf abilities. See the spells section for further information.

Special Conditions:  None


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Disarm Trap

Type:  Misc : Party
Best For:  Dark Elves, and Minotaurs
Learnt:  Taverns
Expert:  Dagger Wound Island (500)
Master:  Alvar (2500)
Grandmaster:  Regna Island (6000)

Description:  Increases a character's chance of disarming a trap on a chest or door. The higher the skill and rank, the more likely the trap will be disarmed successfully. There is no trap that a Grandmaster in this skill cannot disarm!

Special Conditions:  None


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Dragon

Type:  Magic : Monster
Best For:  Dragons
Learnt:  Dragons are born with it!
Expert:  Garrote Gorge - Dragon Cave (1000)
Master:  Garrote Gorge - Dragon Cave (4000)
Grandmaster:  Garrote Gorge - Dragon Cave (8000)

Description:  Allows the use of Dragon abilities. See the spells section for further information.

Special Conditions:  None


--------------------------------------------------------------------------------

Earth

Type:  Magic : Elemental
Best For:  Necromancers, and Dark Elves
Learnt:  Magic Guilds
Expert:  Dagger Wound Island (1000)
Master:  Alvar (4000)
Grandmaster:  Plane of Earth (8000)

Description:  Allows the use of Earth spells. These spells are used mostly for protection. Only spells from your rank or lower can be learned. For example a Master spell can only be learned when you have achieved Master rank in the desired field of magic.

Special Conditions:  None


--------------------------------------------------------------------------------

Fire

Type:  Magic : Elemental
Best For:  Necromancers, and Dark Elves
Learnt:  Magic Guilds
Expert:  Ravenshore (1000)
Master:  Alvar (4000)
Grandmaster:  Plane of Fire (8000)

Description:  Allows the use of Fire spells. These spells are mostly offensive in nature. Extremely useful magic skill. Only spells from your rank or lower can be learned. For example a Master spell can only be learned when you have achieved Master rank in the desired field of magic.

Special Conditions:  None


--------------------------------------------------------------------------------

Identify Item

Type:  Misc : Party
Best For:  Dragons, Necromancers, and Dark Elves
Learnt:  Mageware Shops
Expert:  Alvar (500)
Master:  Dagger Wound Island (2500)
Grandmaster:  Shadowspire (6000)

Description:  Allows a character to identify items. The higher the rank and skill level, the better the stuff that can be identified. Grandmasters know about all items.

Special Conditions:  None


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Identify Monster

Type:  Misc : Party
Best For:  Dragons, Necromancers, and Vampires
Learnt:  Alchemist Workshops
Expert:  Garrote Gorge (500)
Master:  Murmurwoods (2500)
Grandmaster:  Ravenshore (6000)

Description:  Allows a character to identify monsters. The higher the rank and skill level, the more info that is displayed. Grandmasters know everything about all monsters.

Special Conditions:  None


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Leather

Type:  Combat : Armour
Best For:  Trolls, Necromancers, and Vampires
Learnt:  Armourshops
Expert:  Dagger Wound Island (1000)
Master:  Ravage Roaming - Balthazar Lair (3000)
Grandmaster:  Alvar (7000)

Description:  Allows the character to wear leather armour. At Normal level, the wearer gets a bonus of +1 per point of Leather skill to their armour class. At Expert level, the recovery penalty for wearing leather armour is removed. At Master level, the wearer gets an additional +1 to their armour class per point of skill. At Grandmaster level, the wearer gets a +1 to their resistance to the elements per point of skill.

Special Conditions:  None


--------------------------------------------------------------------------------

Learning

Type:  Misc : Personal
Best For:  Necromancers, and Dragons
Learnt:  Self Guilds
Expert:  Murmurwoods (2000)
Master:  Shadowspire (5000)
Grandmaster:  Garrote Gorge (8000)

Description:  Allows a character to collect 9% + 1% per skill point to all experience gained. At Expert level, 2% per level of skill is added. At Master level, 3% per level of skill is added. At Grandmaster level, 5% per level of skill is added.

Special Conditions:  An Intellect of 50 is necessary to get Master in Learning.


--------------------------------------------------------------------------------

Light

Type:  Magic : Shadow
Best For:  Clerics
Learnt:  Light Guilds
Expert:  Ravenshore (1000)
Master:  Murmurwoods (4000)
Grandmaster:  Regna Island (8000)

Description:  Allows the use of Light spells. This group of spells contains the 'bundle' spells like Day of Protection that greatly protects your party from harm. One of the more useful spell groupings in the game! Only spells from your rank or lower can be learned. For example a Master spell can only be learned when you have achieved Master rank in the desired field of magic.

Special Conditions:  None


--------------------------------------------------------------------------------

Mace

Type:  Combat : Weapon
Best For:  Trolls, and Clerics
Learnt:  Weaponshops
Expert:  Ravenshore (2000)
Master:  Garrote Gorge (5000)
Grandmaster:  Ironsand Desert (8000)

Description:  Allows the use of maces, large clubs (small ones are usable even without any skills), hammers and flails. At Normal level, the wielder gets a bonus of +1 per point of Mace skill to their chance of hitting an opponent. At Expert level, the wielder gets a bonus of +1 per point of skill to their damage. At Master level, the wielder has a chance equal to their skill with the Mace of stunning their opponent. At Grandmaster level, the wielder has a chance of paralyzing their opponent.

Special Conditions:  None


--------------------------------------------------------------------------------

Meditation

Type:  Misc : Personal
Best For:  Necromancers, Clerics, and Dragons
Learnt:  Self Guilds
Expert:  Ravenshore (500)
Master:  Murmurwoods (2500)
Grandmaster:  Shadowspire (6000)

Description:  Increases a spellcaster's hit point total. At Normal level, an extra spell point is gained per level. At Expert rank, double the spell points are gained. At Master level, triple the spell points are gained. At Grandmaster level, quintuple the number of spell points are gained!

Special Conditions:  None


--------------------------------------------------------------------------------

Merchant

Type:  Misc : Personal/Party
Best For:  Dark Elves, and Clerics
Learnt:  Temples
Expert:  Dagger Wound Island (2000)
Master:  Ravenshore (5000)
Grandmaster:  Alvar (8000)

Description:  Reduces or raises prices for the character as appropriate. The higher the skill and level, the larger the change. At Grandmaster level, merchants buy and sell at cost!

Special Conditions:  Minimum Personality of 50 to get Master.


--------------------------------------------------------------------------------

Mind

Type:  Magic : Mystical
Best For:  Clerics, and Vampires
Learnt:  Self Guilds
Expert:  Alvar (1000)
Master:  Ravage Roaming - Balthazar Lair (4000)
Grandmaster:  Murmurwoods (8000)

Description:  Allows the use of Mind spells. These spells both heal and damages their targets' minds. Only spells from your rank or lower can be learned. For example a Master spell can only be learned when you have achieved Master rank in the desired field of magic.

Special Conditions:  None


--------------------------------------------------------------------------------

Perception

Type:  Misc : Party
Best For:  Minotaurs, Dragons, and Dark Elves
Learnt:  Taverns
Expert:  Alvar (500)
Master:  Shadowspire (2500)
Grandmaster:  Ravage Roaming - Balthazar Lair (6000)

Description:  This skill gives characters the skill to avoid traps and notice hidden treasure. The higher the rank and skill, the better the chance that the character will succeed in both cases. A Grandmaster notices all and is immune to all traps.

Special Conditions:  None


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Plate

Type:  Combat : Armour
Best For:  Knights, and Minotaurs
Learnt:  Armourshops
Expert:  Dagger Wound Island (1000)
Master:  Ravenshore (3000)
Grandmaster:  Garrote Gorge (7000)

Description:  Allows the character to wear platemail armour. At Normal level, the wearer gets a bonus of +1 per point of Plate skill to their armour class. At Expert level, the recovery penalty for wearing platemail is halved. At Master level, half of the damage received from a blow is discarded. At Grandmaster level, the recovery penalty for wearing platemail is removed.

Special Conditions:  None


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Regeneration

Type:  Misc : Party
Best For:  Trolls, Vampires, Dragons, and Lichs
Learnt:  Temples
Expert:  Ironsand Desert (2000)
Master:  Murmurwoods (4000)
Grandmaster:  Dagger Wound Island (8000)

Description:  Allows the character to heal hit points over time. This rate is changed by the rank and skill level of the character!

Special Conditions:  None


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Repair Item

Type:  Misc : Party
Best For:  Knights, and Trolls
Learnt:  Mageware Shops
Expert:  Ravenshore (500)
Master:  Garrote Gorge(2500)
Grandmaster:  Murmurwoods (6000)

Description:  Allows a warrior to repair equipement. The higher the rank and skill, the better the equipement that can be repaired. Grandmasters can repair anything.

Special Conditions:  None


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Shield

Type:  Combat : Armour
Best For:  Knights, Clerics, Vampires, and Dark Elves
Learnt:  Armourshops
Expert:  Alvar (1000)
Master:  Shadowspire (3000)
Grandmaster:  Garrote Gorge (7000)

Description:  Allows the character to employ a shield. At Normal level, the wearer gets a bonus of +1 per point of Shield skill to their armour class. At Expert level, the recovery penalty for using a shield is removed. At Master level, an additional +1 bonus per point of skill is awarded to the wearer's armour class. At Grandmaster level, the holder gets protection as per a Shield spell.

Special Conditions:  None


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Spear

Type:  Combat : Weapon
Best For:  Knights
Learnt:  Weaponshops
Expert:  Ravenshore (2000)
Master:  Alvar (5000)
Grandmaster:  Dagger Wound Island (8000)

Description:  Allows the use of spears, both one-handed and two-handed. At Normal level, the wielder gets a bonus of +1 per point of Spear skill to their chance of hitting an opponent. At Expert level, the wielder gets a bonus of +1 per point of Spear skill to their damage. At Master level, the wielder gets the ability to wield a spear in one hand and a weapon in the other. At Grandmaster level, the wielder also gets a bonus to of +1 per point of Spear skill to their armour class.

Special Conditions:  None


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Spirit

Type:  Magic : Mystical
Best For:  Clerics, and Vampires
Learnt:  Self Guilds
Expert:  Ravenshore (1000)
Master:  Garrote Gorge (4000)
Grandmaster:  Murmurwoods (8000)

Description:  Allows the use of Spirit spells. These spells concentrate on life and death and allow the caster to bring the dead back to life, amongst other things. Only spells from your rank or lower can be learned. For example a Master spell can only be learned when you have achieved Master rank in the desired field of magic.

Special Conditions:  None


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Staff

Type:  Combat : Weapon
Best For:  Trolls, and Necromancers
Learnt:  Weaponshops
Expert:  Ravenshore (2000)
Master:  Ironsand Desert (5000)
Grandmaster:  Shadowspire (8000)

Description:  Allows the use of staves. At Normal level, the wielder gets a bonus of +1 per point of Staff skill to their chance of hitting an opponent. At Expert level, the wielder gets a bonus to of +1 per point of Staff skill to their armour class. At Master level, the wielder has a chance of stunning an opponent (see the Stun spell) equal to their Staff skill. At Grandmaster level, the wielder gets a bonus of +1 per point of Staff skill to their damage.

Special Conditions:  None


--------------------------------------------------------------------------------

Sword

Type:  Combat : Weapon
Best For:  Knights, and Dark Elves
Learnt:  Weaponshops
Expert:  Ravenshore (2000)
Master:  Garrote Gorge (5000)
Grandmaster:  Regna Island (8000)

Description:  Allows the use of swords, both one-handed and two-handed. At Normal level, the wielder gets a bonus of +1 per point of Sword skill to their chance of hitting an opponent. At Expert level, the wielder gets a bonus of -1 per point of Sword skill to their recovery. At Master level, the wielder gets the ability to wield two swords at the same time. At Grandmaster level, the wielder also gets a bonus to of +1 per point of Sword skill to their armour class.

Special Conditions:  None


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Vampire

Type:  Magic : Monster
Best For:  Vampires
Learnt:  Vampires are born with it!
Expert:  Shadowspire (1000)
Master:  Shadowspire (4000)
Grandmaster:  Shadowspire (8000)

Description:  Allows the use of Vampire abilities. See the spells section for further information.

Special Conditions:  None


--------------------------------------------------------------------------------

Water

Type:  Magic : Elemental
Best For:  Necromancers, and Dark Elves
Learnt:  Magic Guilds
Expert:  Ravenshore (1000)
Master:  Ironsand Desert (4000)
Grandmaster:  Plane of Water (8000)

Description:  Allows the use of Water spells. These spells are used for teleportation and enchanting items. Extremely useful magic skill since it saves you hours of walking time! Only spells from your rank or lower can be learned. For example a Master spell can only be learned when you have achieved Master rank in the desired field of magic.

Special Conditions:  None


____________

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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 11, 2001 09:35 PM

I would like to choose AXE for my second skill.
____________
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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 13, 2001 01:51 AM
Edited By: Murphy on 14 Dec 2001

ooooook....

[EDIT]bringing up the thread...
____________

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Slava14
Slava14


Promising
Famous Hero
I am 16 now....
posted December 14, 2001 10:07 PM

Where is Kiar??? I want to start!
____________
I'm always happy to help.. unless I'm helping myself.

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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 14, 2001 10:14 PM

I want too.
Maybe he is walking somewhere in his world and can`t find way to us.
____________
...............†.............

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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 14, 2001 10:15 PM

me too!! is everyone here?
____________

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Nickman77
Nickman77


Famous Hero
from Poland.
posted December 14, 2001 10:20 PM

as U can see some of us are here.
____________
...............†.............

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Kiar
Kiar


Adventuring Hero
posted December 15, 2001 11:45 AM

I am here

just waiting for you give me your skills...all of you

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Slava14
Slava14


Promising
Famous Hero
I am 16 now....
posted December 15, 2001 12:24 PM

I told mine...
____________
I'm always happy to help.. unless I'm helping myself.

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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 15, 2001 03:47 PM

ok...

NAME: Jeddyte Zendoj
RACE: Drow elf (only in this RP)
CLASS: Archmage
HOMELAND: Forests of Ka'na'r
ALIGNMENT: Chaotic neutral
SKILLS: Dark Elf Magic(duh), Mind Magic, Fire Magic, Dark Magic, Light Magic
____________

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Slava14
Slava14


Promising
Famous Hero
I am 16 now....
posted December 15, 2001 08:00 PM

umh.. erm... Murphy, you can have 2 skills, not 5
____________
I'm always happy to help.. unless I'm helping myself.

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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 15, 2001 08:07 PM

uh, thatd be 4, but ok...

Mindmagic, firemagic, (i automatically get dark elf magic)
____________

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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 15, 2001 08:53 PM

anyway, if nicky gets invisibility, then we should get an extra skill or two...
____________

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Slava14
Slava14


Promising
Famous Hero
I am 16 now....
posted December 15, 2001 08:59 PM

Quote:
anyway, if nicky gets invisibility, then we should get an extra skill or two...

That's a good thought. I agree...
____________
I'm always happy to help.. unless I'm helping myself.

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Murphy
Murphy


Disgraceful
Famous Hero
banned
posted December 15, 2001 09:01 PM

ok... so pick 4 skills!(except Nicky)

NAME: Jeddyte Zendoj
RACE: Drow elf (only in this RP)
CLASS: Freelance Archmage
HOMELAND: Forests of Ka'na'r
ALIGNMENT: Chaotic neutral
SKILLS: Dark Elf Magic(duh), Mind Magic, Fire Magic, Dark Magic, Light Magic
____________

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Slava14
Slava14


Promising
Famous Hero
I am 16 now....
posted December 15, 2001 09:06 PM

This is my list then:

1)Body Magic
2)Regeneration
3)Fire magic
4)Light magic
____________
I'm always happy to help.. unless I'm helping myself.

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